Almighty Video Game Designer

613 Chapter 612-optimization

After returning to the experience store, Chen Mo started to refine the design concept for the prototype and decided on a few details to explain to the rest of the project team.

The VR version of "slaughter Prototype 1" would be based on the story of "slaughter Prototype 1" and would be completely remade. There was no plan to release "slaughter Prototype 2".

This was because, in terms of sales and reputation,"killing the prototype 2" was not a successful work. It could not even be considered a qualified sequel.

In terms of sales, kill the prototype 2 had sold less than half of the sales of kill the prototype 1. Its reputation was even worse, whether it was the reviews from players or major video game media.

There were many reasons.

As for the protagonists, not only did the original protagonist change, but the popular protagonist Alex was also arranged to be killed as a villain, which caused a large number of dissatisfaction among the old players.

It could be said that this was a low-level mistake that even third-rate web novel writers would not make, but the production team of "killing Prototype 2" had made it ...

There was no need to argue whether the plot was reasonable or not. A simple fact was that Heller's personal charm was much worse than Alex 's, and the character creation failed.

As a result, when most players mentioned the "slaughter prototype" series, their first reaction was Alex, not Heller.

In terms of style, Alex was handsome. The shirt, sweater, leather jacket, and jeans were also handsome, especially the design of the hood, which was similar to Assassin's Creed.

As for Heller ... Well, this topic was too much to talk about, especially in country of hope. Some people might talk about skin color again, but the fact was that Heller was neither handsome nor charming enough. In many plots, he was impulsive, reckless, and full of vulgarities, which was obviously a sharp contrast to Alex, who was "ruthless and didn't talk much."

In fact, it didn't matter if he was ugly. The key was that he had to be charming. Just like Lao Chui in GTA5, didn't many players like him?

Online novel readers all knew that if the main character was not well shaped, a novel would basically be GG [ 1] for more than half of the time, let alone a game that required a stronger sense of immersion.

Of course, this was the fault of the production team. From the perspective of the character image of Heller, if it was handled well, it would be a rather likable character, but the production team did not handle it well.

In terms of gameplay,"slaughter Prototype 2" had a few new playstyles, but the players did not buy them. This series was meant to highlight "slaughter." The players wanted to experience the thrill of destroying everything. Who would want to play infiltration with you?

It was obviously a fast food game, so it was enough to make the fast food good and let the players feel good. It was Shi Lezhi who wanted the players to use their brains.

In terms of the core battles that showed how satisfying it was, there were not many innovations in kill the original form 2.

Many players thought that the game was just a large-scale DLC, and some of the skills had even been removed, which greatly reduced the satisfaction that players got from the game.

Some people speculated that "slaughter the prototype 3" was likely to resurrect Alex, but ... The production team had gone too far, so there was no afterward. The sudden death of the game could only be blamed on their own fault.

Therefore, Chen Mo's plan was simple. He didn't plan on making it a classic, as it wasn't realistic, since the game itself was a fast food game.

It was enough to make this game into a satisfying fast food game.

It was almost the end of the year, and the players had suffered for so long, it was time for them to taste some sweetness ...

……

It wasn't difficult for Chen Mo to make the prototype.

In Chen Mo's previous life, the game was released in 2009, and after removing the memory animation, it was only 3G, which was very economical.

The entire map of the game was a super miniature version of New York, and the capacity was far worse than that of GTA 5. Moreover, the buildings in the game were only made for the outer shell, and there was no space inside.

Of course, the game didn't need to make the contents of the building as the main story took place in an open area. The players wanted to run on the roof and walls of the building. They wanted to fight with planes, tanks, and all kinds of monsters in open areas. It didn't matter whether they entered the building or not.

It was easy for Chen Mo to learn the main character's moves and skills. After creating Dark Souls, Chen Mo was very familiar with the combat system in the game. He could even recreate parkour in the building with the help of the skill book.

Other than that, the game also had modern weapons such as guns, tanks, and helicopters. These could also be made with modern weapon skill books. Moreover, these modern weapons in the game did not have such complicated differences in performance. They could be completed with the most basic skill books.

Chen Mo also planned to improve on some of the parts that were criticized by others.

The first was the monster AI. In general, the monster AI in "sadistic killing of prototype" was relatively simple. The specific performance was as follows.

The protagonist rushed into the military base, grabbed the commander, and absorbed him.

Soldier (wireless),"he's here!" Our commander has been killed, fire!

The protagonist would go out to clear the aggro and then return as the commander.

The soldier said,"good day, Sir!"

And as an Esper, the protagonist swaggered around in the sky without alerting the Army. This was too mysterious, making people wonder if the soldiers of the Black Watch were all retarded ...

Of course, part of the reason for this setting was due to game considerations. If the main character was recognized by the Army every time he did parkour on the building and then chased after him, it would greatly affect the gaming experience of some players.

But no matter what, this setting did indeed affect the game's realism and sense of immersion to a certain extent.

Chen Mo was thinking that the easy difficulty would still have the same settings so that all players could have fun, but the hard difficulty would increase the AI of the enemies, so the players would have to be more careful.

In addition, the overall game content of Slayers was relatively monotonous. After all, it was a game from 2009, and there was not much content. Whether it was the virus, human soldiers, or modern weapons, there were not many types.

In terms of setting, there were basically only three styles in the entire game: There were normal Urban area, infected urban areas, and transitional urban areas. There should be a serious reuse of buildings, so after playing for a long time, one would get tired of aesthetics.

Chen Mo wanted to add more game content, adding more buildings, pedestrians, cars, and other elements to make the city feel more real. At the same time, he added some special weapons, equipment, and enemies. He no longer had to fight the same target back and forth.

Chen Mo was also considering adding a weather system in the game. The weather of the entire city would change automatically, allowing players to experience fighting in any weather.

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